Me and a few other guys are working on a Fire Red hack. Up until now, I've just been sticking to spriting new Pokemon and trainers (check my album for some examples) and letting other people worry about the maps and text and all that. But now there's a problem I want to try to get fixed.

Whenever an opponent uses an item, it gives a message like:

Quote:

"Trainer used ESCAPE ROPE! The opponent's Pokemon was cured of its burn!"

or something along those lines. Two problems with that: one, is that the trainer was supposed to use a Potion, not an Escape Rope; two, the burn or other status condition remained and no HP was restored.

Sometimes trainers use Rare Candies or ??????? items or a number of other things. Items that the player uses are fine and nothing else about trainers seems to be messed up.

I'm very inexperienced with the tools and haven't touched hex editing except in few and far between cases, but... The Item Editor for the hacked ROM looks the same as for an un-hacked ROM, and the items set in Advance Trainer all appear to be correct -- lots of Hyper Potions and X-Attacks with no Escape Ropes to be found. The tools aren't telling me anything, so I don't know where to start with fixing this. The guy in charge says he "messed up the item table", but he's focusing on other things right now and can't seem to elaborate.

destinedjagold's response above sounds like it might be relevant, but the question there is, how do I find out where in the hex the item data is located?

And will this offset always be the same, even if the ROM has changed size or... I don't know, is there anything else that could effect it? If it can be moved, how can I tell where it was moved to?
Though, I guess, it seems like the battle use pointer is what would be off. If that got screwed up... Can I, I dunno, find some free space, copy all the ASM from a good ROM over to that, then change the pointers to point there?

EDIT: The item table is the same in both ROMs. Checking a few key items (potion, full restore, x-attack), I see that the ASM pointed to is also the same in both ROMs. What else can I check?

Yesterday I posed in the 'Progressing Hacks' sector my new progressing hack: Pokémon Mystery Version. After I post it I got the message that the post must properly approved by a moderator. But now I looked and it still isn't there... When will my topic be there?

Yesterday I posed in the 'Progressing Hacks' sector my new progressing hack: Pokémon Mystery Version. After I post it I got the message that the post must properly approved by a moderator. But now I looked and it still isn't there... When will my topic be there?

As long as you followed the Progessin Hack Thread Rules, your thread should be up within 24 hours of submitting it. If the moderators of emulation are busy it could be 2 days possibly. Just make sure you had all the right components of your thread (Intro, Story, 4 screenshots, ect). Usually, most threads submitted lack a good and somewhat lengthy introduction. Hope this helps.

In regards to my previous questions, I have new info and more questions.

After finally figuring out specific examples, it turns out trainers using bad items shouldn't have any items assigned to them. A trainer used a GREEN SHARD to try to cure paralysis, but her item slots in A-Trainer are all empty.

So, new questions: is there some flag, or some... byte somewhere or something that tells a trainer how/when to use items? I tried setting up a debug situation where a certain trainer had a bunch of status healing items attached to him, but when I hit his pokes with poison, burn, or paralysis, he didn't use any of them. So how does the game know a trainer should or shouldn't use items?

It should be noted that I have searched for an answer but can't seem to find it...

A bit of a weird question. But how come Nidorina/Nidoqueen can't breed with the male Nidos? I heard it's been programmed this way since gen 2.

I came up with a few ideas for why this might be the case and wanted to test them by changing Nidorina/Nidoqueen's egg group with YAPE from "Can't breed" to "Monster, Field" and then I tried to breed her with Nidoking and Ditto. I was actually looking forward to a glitch or something.

But it doesn't seem like it's working... Perhaps I'm using YAPE wrong or is there something more to this?

In regards to my previous questions, I have new info and more questions.

After finally figuring out specific examples, it turns out trainers using bad items shouldn't have any items assigned to them. A trainer used a GREEN SHARD to try to cure paralysis, but her item slots in A-Trainer are all empty.

So, new questions: is there some flag, or some... byte somewhere or something that tells a trainer how/when to use items? I tried setting up a debug situation where a certain trainer had a bunch of status healing items attached to him, but when I hit his pokes with poison, burn, or paralysis, he didn't use any of them. So how does the game know a trainer should or shouldn't use items?

It should be noted that I have searched for an answer but can't seem to find it...

Try changing his AI to a higher number. If you want to tell a trainer how/when to use items, you gotta ASM

Quote:

Originally Posted by SKRoy

Yesterday I posed in the 'Progressing Hacks' sector my new progressing hack: Pokémon Mystery Version. After I post it I got the message that the post must properly approved by a moderator. But now I looked and it still isn't there... When will my topic be there?

Did it meet the requirements? did it have 4 screenshots showing your progression?

How do I change the world map a map is associated with for Fire Red? For example, I want to put my Sevii Isle 6 map on the Kanto (First World Map) map. When I added Sevii Isle 6 to the Kanto world map, it's shown on the town map in game, but when I go to Sevii Isle 6 in game and view the town map while I'm there, it shows that I'm at the 4-5 island map when I should be in the Kanto map.

HERE ARE SOME PICTURES FOR THOSE WHO DON'T KNOW WHAT I'M TALKING ABOUT:
http :// imageshack .us /g/812/ineedhelpmap1 .png/
(remove the spaces)

Well I searched this and couldn't seem to find it.
Does anyone know how I can change the first cutscene in pokemon emerald? (The one in the truck/jumping out of the truck/walking inside)
I've checked both the INSIDE THE TRUCK and LITTLEROOT maps but I can't seem to find any events that start this.

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I try to avoid asking questions in here, but I think I may need to. I've had a search (both on google and in the tutorials on here) and can't find anything conclusive. Does anybody know how to edit sprites (NOT overworld) in Pokémon Blue (English)? Preferably not hex editing, as I do not have much experience (and do not currently have a hex editor). Thanks in advance for any help. Shiny

PS. Could you PM me if you reply, as I'm not on here often, mostly just to check my PMs and threads. Thanks again

__________________

sukiyami.

"I dreamt that you were a dog. And the dog was my husband. Anyway, it was the worst dream ever." — Aisaka Taiga

Well I searched this and couldn't seem to find it.
Does anyone know how I can change the first cutscene in pokemon emerald? (The one in the truck/jumping out of the truck/walking inside)
I've checked both the INSIDE THE TRUCK and LITTLEROOT maps but I can't seem to find any events that start this.

Try searching for "Truck Remover" and "SMCA". As for the jumping part, try the Level Scripts section in A-Map.

Quote:

Originally Posted by aar2697

How do I change the world map a map is associated with for Fire Red? For example, I want to put my Sevii Isle 6 map on the Kanto (First World Map) map. When I added Sevii Isle 6 to the Kanto world map, it's shown on the town map in game, but when I go to Sevii Isle 6 in game and view the town map while I'm there, it shows that I'm at the 4-5 island map when I should be in the Kanto map.

HERE ARE SOME PICTURES FOR THOSE WHO DON'T KNOW WHAT I'M TALKING ABOUT:
http :// imageshack .us /g/812/ineedhelpmap1 .png/
(remove the spaces)

Search for "Changing the Worldmap completely". Follow those instructions.

How do I change the world map a map is associated with for Fire Red? For example, I want to put my Sevii Isle 6 map on the Kanto (First World Map) map. When I added Sevii Isle 6 to the Kanto world map, it's shown on the town map in game, but when I go to Sevii Isle 6 in game and view the town map while I'm there, it shows that I'm at the 4-5 island map when I should be in the Kanto map.

HERE ARE SOME PICTURES FOR THOSE WHO DON'T KNOW WHAT I'M TALKING ABOUT:
http :// imageshack .us /g/812/ineedhelpmap1 .png/
(remove the spaces)

If you don't mind losing usage of the Sevii Island maps, you can follow the instruction in this post for a quick and easy way to have all flight position usable in one map.

How do I change the world map a map is associated with for Fire Red? For example, I want to put my Sevii Isle 6 map on the Kanto (First World Map) map. When I added Sevii Isle 6 to the Kanto world map, it's shown on the town map in game, but when I go to Sevii Isle 6 in game and view the town map while I'm there, it shows that I'm at the 4-5 island map when I should be in the Kanto map.

HERE ARE SOME PICTURES FOR THOSE WHO DON'T KNOW WHAT I'M TALKING ABOUT:
http :// imageshack .us /g/812/ineedhelpmap1 .png/
(remove the spaces)

I'm helping a friend with a hack of Ruby, and really the only thing we've edited so far is Rusturf Tunnel. We just edited the map, and added a couple more levels to it. So, basically all that's changed is that there is 1 extra warp, and the map is slightly larger. (Edit: Oh, and we've replaced all of the Ruby tiles with Emerald tiles.)

When I enter it, this happens:

If I've talked to someone besides that hiker more recently, their message will play.
It looks infinitely, and there's no way to keep playing once it starts.

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